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<div class="titlepage"><div><div><h2 class="title" style="clear: both">
<a name="signals2.rationale"></a>Design Rationale</h2></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="rationale.html#idp163093312">User-level Connection Management</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163103664">Automatic Connection Management</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163113232"><code class="computeroutput">optional_last_value</code> as the Default Combiner</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163116848">Combiner Interface</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163121696">Connection Interfaces: +=  operator</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163131984">Signals2 Mutex Classes</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163137632">Comparison with other Signal/Slot implementations</a></span></dt>
</dl></div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163093312"></a>User-level Connection Management</h3></div></div></div>
<p> Users need to have fine control over the connection of
    signals to slots and their eventual disconnection. The primary approach
    taken by Boost.Signals2 is to return a
    <code class="computeroutput"><a class="link" href="../boost/signals2/connection.html" title="Class connection">signals2::connection</a></code> object that enables
    connected/disconnected query, manual disconnection, and an
    automatic disconnection on destruction mode (<code class="computeroutput"><a class="link" href="../boost/signals2/scoped_connection.html" title="Class scoped_connection">signals2::scoped_connection</a></code>).
    In addition, two other interfaces are supported by the
    <code class="computeroutput"><a class="link" href="../boost/signals2/signal.html#idp83809264-bb">signal::disconnect</a></code> overloaded method:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>Pass slot to
        disconnect</strong></span>: in this interface model, the
        disconnection of a slot connected with
        <code class="computeroutput">sig.<a class="link" href="../boost/signals2/signal.html#idp46454704-bb">connect</a>(typeof(sig)::slot_type(slot_func))</code> is
        performed via
        <code class="computeroutput">sig.<a class="link" href="../boost/signals2/signal.html#idp83809264-bb">disconnect</a>(slot_func)</code>. Internally,
        a linear search using slot comparison is performed and the
        slot, if found, is removed from the list. Unfortunately,
        querying connectedness ends up as a
        linear-time operation.</p></li>
<li class="listitem">
<p><span class="bold"><strong>Pass a token to
        disconnect</strong></span>: this approach identifies slots with a
        token that is easily comparable (e.g., a string), enabling
        slots to be arbitrary function objects. While this approach is
        essentially equivalent to the connection approach taken by Boost.Signals2,
        it is possibly more error-prone for several reasons:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="circle">
<li class="listitem"><p>Connections and disconnections must be paired, so
            the problem becomes similar to the problems incurred when
            pairing <code class="computeroutput">new</code> and <code class="computeroutput">delete</code> for
            dynamic memory allocation. While errors of this sort would
            not be catastrophic for a signals and slots
            implementation, their detection is generally
            nontrivial.</p></li>
<li class="listitem"><p>If tokens are not unique, two slots may have
            the same name and be indistinguishable. In
            environments where many connections will be made
            dynamically, name generation becomes an additional task
            for the user.</p></li>
</ul></div>
<p> This type of interface is supported in Boost.Signals2
        via the slot grouping mechanism, and the overload of
        <code class="computeroutput"><a class="link" href="../boost/signals2/signal.html#idp83809264-bb">signal::disconnect</a></code>
        which takes an argument of the signal's <code class="computeroutput">Group</code> type.</p>
</li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163103664"></a>Automatic Connection Management</h3></div></div></div>
<p>Automatic connection management in Signals2
      depends on the use of <code class="computeroutput">boost::shared_ptr</code> to
      manage the lifetimes of tracked objects.  This is differs from
      the original Boost.Signals library, which instead relied on derivation
      from the <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code> class.
      The library would be
      notified of an object's destruction by the
      <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code> destructor.
    </p>
<p>Unfortunately, the <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code>
      scheme cannot be made thread safe due
      to destructor ordering.  The destructor of an class derived from
      <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code> will always be
      called before the destructor of the base <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code>
      class.  However, for thread-safety the connection between the signal and object
      needs to be disconnected before the object runs its destructors.
      Otherwise, if an object being destroyed
      in one thread is connected to a signal concurrently
      invoking in another thread, the signal may call into
      a partially destroyed object.
    </p>
<p>We solve this problem by requiring that tracked objects be
      managed by <code class="computeroutput">shared_ptr</code>.  Slots keep a
      <code class="computeroutput">weak_ptr</code> to every object the slot depends
      on.  Connections to a slot are disconnected when any of its tracked
      <code class="computeroutput">weak_ptr</code>s expire.  Additionally, signals
      create their own temporary <code class="computeroutput">shared_ptr</code>s to
      all of a slot's tracked objects prior to invoking the slot.  This
      insures none of the tracked objects destruct in mid-invocation.
    </p>
<p>The new connection management scheme has the advantage of being
      non-intrusive.  Objects of any type may be tracked using the
      <code class="computeroutput">shared_ptr</code>/<code class="computeroutput">weak_ptr</code> scheme.  The old
      <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">boost::signals::trackable</a></code>
      scheme requires the tracked objects to be derived from the <code class="computeroutput">trackable</code>
      base class, which is not always practical when interacting
      with classes from 3rd party libraries.
    </p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163113232"></a><code class="computeroutput">optional_last_value</code> as the Default Combiner</h3></div></div></div>
<p>
      The default combiner for Boost.Signals2 has changed from the <code class="computeroutput">last_value</code>
      combiner used by default in the original Boost.Signals library.
      This is because <code class="computeroutput">last_value</code> requires that at least 1 slot be
      connected to the signal when it is invoked (except for the <code class="computeroutput">last_value&lt;void&gt;</code> specialization).
      In a multi-threaded environment where signal invocations and slot connections
      and disconnections may be happening concurrently, it is difficult
      to fulfill this requirement.  When using <code class="computeroutput"><a class="link" href="../boost/signals2/optional_last_value.html" title="Class template optional_last_value">optional_last_value</a></code>,
      there is no requirement for slots to be connected when a signal
      is invoked, since in that case the combiner may simply return an empty
      <code class="computeroutput">boost::optional</code>.
    </p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163116848"></a>Combiner Interface</h3></div></div></div>
<p> The Combiner interface was chosen to mimic a call to an
    algorithm in the C++ standard library. It is felt that by viewing
    slot call results as merely a sequence of values accessed by input
    iterators, the combiner interface would be most natural to a
    proficient C++ programmer. Competing interface design generally
    required the combiners to be constructed to conform to an
    interface that would be customized for (and limited to) the
    Signals2 library. While these interfaces are generally enable more
    straighforward implementation of the signals &amp; slots
    libraries, the combiners are unfortunately not reusable (either in
    other signals &amp; slots libraries or within other generic
    algorithms), and the learning curve is steepened slightly to learn
    the specific combiner interface.</p>
<p> The Signals2 formulation of combiners is based on the
    combiner using the "pull" mode of communication, instead of the
    more complex "push" mechanism. With a "pull" mechanism, the
    combiner's state can be kept on the stack and in the program
    counter, because whenever new data is required (i.e., calling the
    next slot to retrieve its return value), there is a simple
    interface to retrieve that data immediately and without returning
    from the combiner's code. Contrast this with the "push" mechanism,
    where the combiner must keep all state in class members because
    the combiner's routines will be invoked for each signal
    called. Compare, for example, a combiner that returns the maximum
    element from calling the slots. If the maximum element ever
    exceeds 100, no more slots are to be called.</p>
<div class="informaltable"><table class="table">
<colgroup>
<col>
<col>
</colgroup>
<thead><tr>
<th align="left"><p>Pull</p></th>
<th align="left"><p>Push</p></th>
</tr></thead>
<tbody><tr>
<td align="left">
<pre xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" class="table-programlisting">
struct pull_max {
  typedef int result_type;

  template&lt;typename InputIterator&gt;
  result_type operator()(InputIterator first,
                         InputIterator last)
  {
    if (first == last)
      throw std::runtime_error("Empty!");

    int max_value = *first++;
    while(first != last &amp;&amp; *first &lt;= 100) {
      if (*first &gt; max_value)
        max_value = *first;
      ++first;
    }

    return max_value;
  }
};
</pre>
</td>
<td align="left">
<pre xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" class="table-programlisting">
struct push_max {
  typedef int result_type;

  push_max() : max_value(), got_first(false) {}

  // returns false when we want to stop
  bool operator()(int result) {
    if (result &gt; 100)
      return false;

    if (!got_first) {
      got_first = true;
      max_value = result;
      return true;
    }

    if (result &gt; max_value)
      max_value = result;

    return true;
  }

  int get_value() const
  {
    if (!got_first)
      throw std::runtime_error("Empty!");
    return max_value;
  }

private:
  int  max_value;
  bool got_first;
};
</pre>
</td>
</tr></tbody>
</table></div>
<p>There are several points to note in these examples. The
    "pull" version is a reusable function object that is based on an
    input iterator sequence with an integer <code class="computeroutput">value_type</code>,
    and is very straightforward in design. The "push" model, on the
    other hand, relies on an interface specific to the caller and is
    not generally reusable. It also requires extra state values to
    determine, for instance, if any elements have been
    received. Though code quality and ease-of-use is generally
    subjective, the "pull" model is clearly shorter and more reusable
    and will often be construed as easier to write and understand,
    even outside the context of a signals &amp; slots library.</p>
<p> The cost of the "pull" combiner interface is paid in the
    implementation of the Signals2 library itself. To correctly handle
    slot disconnections during calls (e.g., when the dereference
    operator is invoked), one must construct the iterator to skip over
    disconnected slots. Additionally, the iterator must carry with it
    the set of arguments to pass to each slot (although a reference to
    a structure containing those arguments suffices), and must cache
    the result of calling the slot so that multiple dereferences don't
    result in multiple calls. This apparently requires a large degree
    of overhead, though if one considers the entire process of
    invoking slots one sees that the overhead is nearly equivalent to
    that in the "push" model, but we have inverted the control
    structures to make iteration and dereference complex (instead of
    making combiner state-finding complex).</p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163121696"></a>Connection Interfaces: +=  operator</h3></div></div></div>
<p> Boost.Signals2 supports a connection syntax with the form
    <code class="computeroutput">sig.<a class="link" href="../boost/signals2/signal.html#idp46454704-bb">connect</a>(slot)</code>, but a
    more terse syntax <code class="computeroutput">sig += slot</code> has been suggested (and
    has been used by other signals &amp; slots implementations). There
    are several reasons as to why this syntax has been
    rejected:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>It's unnecessary</strong></span>: the
        connection syntax supplied by Boost.Signals2 is no less
        powerful that that supplied by the <code class="computeroutput">+=</code>
        operator. The savings in typing (<code class="computeroutput">connect()</code>
        vs. <code class="computeroutput">+=</code>) is essentially negligible. Furthermore,
        one could argue that calling <code class="computeroutput">connect()</code> is more
        readable than an overload of <code class="computeroutput">+=</code>.</p></li>
<li class="listitem"><p><span class="bold"><strong>Ambiguous return type</strong></span>:
        there is an ambiguity concerning the return value of the
        <code class="computeroutput">+=</code> operation: should it be a reference to the
        signal itself, to enable <code class="computeroutput">sig += slot1 += slot2</code>,
        or should it return a
        <code class="computeroutput"><a class="link" href="../boost/signals2/connection.html" title="Class connection">signals2::connection</a></code> for the
        newly-created signal/slot connection?</p></li>
<li class="listitem">
<p><span class="bold"><strong>Gateway to operators -=,
        +</strong></span>: when one has added a connection operator
        <code class="computeroutput">+=</code>, it seems natural to have a disconnection
        operator <code class="computeroutput">-=</code>. However, this presents problems when
        the library allows arbitrary function objects to implicitly
        become slots, because slots are no longer comparable.  </p>
<p> The second obvious addition when one has
        <code class="computeroutput">operator+=</code> would be to add a <code class="computeroutput">+</code>
        operator that supports addition of multiple slots, followed by
        assignment to a signal. However, this would require
        implementing <code class="computeroutput">+</code> such that it can accept any two
        function objects, which is technically infeasible.</p>
</li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163131984"></a>Signals2 Mutex Classes</h3></div></div></div>
<p>
      The Boost.Signals2 library provides 2 mutex classes: <code class="computeroutput"><a class="link" href="../boost/signals2/mutex.html" title="Class mutex">boost::signals2::mutex</a></code>,
      and <code class="computeroutput"><a class="link" href="../boost/signals2/dummy_mutex.html" title="Class dummy_mutex">boost::signals2::dummy_mutex</a></code>.  The motivation for providing
      <code class="computeroutput"><a class="link" href="../boost/signals2/mutex.html" title="Class mutex">boost::signals2::mutex</a></code> is simply that the <code class="computeroutput">boost::mutex</code>
      class provided by the Boost.Thread library currently requires linking to libboost_thread.
      The <code class="computeroutput"><a class="link" href="../boost/signals2/mutex.html" title="Class mutex">boost::signals2::mutex</a></code> class allows Signals2 to remain
      a header-only library.  You may still choose to use <code class="computeroutput">boost::mutex</code>
      if you wish, by specifying it as the <code class="computeroutput">Mutex</code> template type for your signals.
    </p>
<p>
      The <code class="computeroutput"><a class="link" href="../boost/signals2/dummy_mutex.html" title="Class dummy_mutex">boost::signals2::dummy_mutex</a></code> class is provided to allow
      performance sensitive single-threaded applications to minimize overhead by avoiding unneeded
      mutex locking.
    </p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="idp163137632"></a>Comparison with other Signal/Slot implementations</h3></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="rationale.html#idp163138016">libsigc++</a></span></dt>
<dt><span class="section"><a href="rationale.html#idp163142304">.NET delegates</a></span></dt>
</dl></div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="idp163138016"></a>libsigc++</h4></div></div></div>
<p> <a href="http://libsigc.sourceforge.net" target="_top">libsigc++</a> is a C++
      signals &amp; slots library that originally started as part of
      an initiative to wrap the C interfaces to <a href="http://www.gtk.org" target="_top">GTK</a> libraries in C++, and has
      grown to be a separate library maintained by Karl Nelson. There
      are many similarities between libsigc++ and Boost.Signals2, and
      indeed the original Boost.Signals was strongly influenced by
      Karl Nelson and libsigc++. A cursory inspection of each library will find a
      similar syntax for the construction of signals and in the use of
      connections. There
      are some major differences in design that separate these
      libraries:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>Slot definitions</strong></span>:
          slots in libsigc++ are created using a set of primitives
          defined by the library. These primitives allow binding of
          objects (as part of the library), explicit adaptation from
          the argument and return types of the signal to the argument
          and return types of the slot (libsigc++ is, by default, more
          strict about types than Boost.Signals2).</p></li>
<li class="listitem"><p><span class="bold"><strong>Combiner/Marshaller
          interface</strong></span>: the equivalent to Boost.Signals2
          combiners in libsigc++ are the marshallers. Marshallers are
          similar to the "push" interface described in Combiner
          Interface, and a proper treatment of the topic is given
          there.</p></li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="idp163142304"></a>.NET delegates</h4></div></div></div>
<p> <a href="http://www.microsoft.com" target="_top">Microsoft</a>
      has introduced the .NET Framework and an associated set of
      languages and language extensions, one of which is the
      delegate. Delegates are similar to signals and slots, but they
      are more limited than most C++ signals and slots implementations
      in that they:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p>Require exact type matches between a delegate and what
          it is calling.</p></li>
<li class="listitem"><p>Only return the result of the last target called, with no option for customization.</p></li>
<li class="listitem"><p>Must call a method with <code class="computeroutput">this</code> already
          bound.</p></li>
</ul></div>
</div>
</div>
</div>
<table xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" width="100%"><tr>
<td align="left"><p><small>Last revised: June 12, 2007 at 14:01:23 -0400</small></p></td>
<td align="right"><div class="copyright-footer">Copyright &#169; 2001-2004 Douglas Gregor<br>Copyright &#169; 2007-2009 Frank Mori Hess<p>Distributed under the Boost
    Software License, Version 1.0. (See accompanying file
    <code class="filename">LICENSE_1_0.txt</code> or copy at <a href="http://www.boost.org/LICENSE_1_0.txt" target="_top">http://www.boost.org/LICENSE_1_0.txt</a>)</p>
</div></td>
</tr></table>
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